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eSetting Canvas Pixel2
(version: 0)
Comparing performance of:
fillRect/concat vs 1×1 Image Data
Created:
7 years ago
by:
Guest
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HTML Preparation code:
<canvas id="c" width="800" height="300"></canvas>
Script Preparation code:
$c = document.getElementById('c'); $ctx = $c.getContext('2d', { alpha: false }); $ctx.clearRect(0, 0, 800, 300); $px = $ctx.createImageData(2, 2); $pxls = []; for (var i=0; i<10000; ++i) $pxls.push({ x: (Math.random() * 400 << 0) * 2, y: (Math.random() * 150 << 0) * 2, r: Math.random() * 255 << 0, g: Math.random() * 255 << 0, b: Math.random() * 255 << 0, a: 255 }); $i = 0;
Tests:
fillRect/concat
for (var i=200;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x*2, px.y*2, 2, 2); }
1×1 Image Data
for (var i=200;i--;){ var px=$pxls[$i++ % 10000], d=$px.data; d[0] = px.r; d[1] = px.g; d[2] = px.b; d[3] = px.a; $ctx.putImageData($px, px.x, px.y); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
fillRect/concat
1×1 Image Data
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the provided benchmark and explain what's being tested, compared, and considered. **Benchmark Definition JSON** The `Script Preparation Code` section initializes a canvas element with an ID of "c" and sets up a 2D drawing context (`$ctx`) for it. It then creates an image data object (`$px`) representing a 2x2 pixel image and populates its pixel array (`$pxls`) with random color values. The `Html Preparation Code` section defines the HTML structure of the canvas element. **Test Cases** There are two test cases: 1. **fillRect/concat**: This test case iterates over the `$pxls` array, selects every 10th pixel (due to the modulo operation), and draws a rectangle at the corresponding position using the `fillRect()` method with an RGBA color value generated from the selected pixel's color values. The image data object (`$px`) is not used in this test case. 2. **1×1 Image Data**: This test case iterates over the `$pxls` array, selects every 10th pixel, and uses the `putImageData()` method to draw a rectangle at the corresponding position using the same RGBA color value generated from the selected pixel's color values. The image data object (`$px`) is used here. **Comparison** The two test cases are compared in terms of performance: * **fillRect/concat**: This approach uses the `fillRect()` method, which might be faster because it directly draws pixels on the canvas without the overhead of creating an image data object. * **1×1 Image Data**: This approach uses the `putImageData()` method, which creates an intermediate image data object and then draws it on the canvas. This might incur additional overhead. **Pros and Cons** * **fillRect/concat**: + Pros: potentially faster due to direct pixel drawing + Cons: might not be as robust or flexible as using `putImageData()` * **1×1 Image Data**: + Pros: more robust and flexible, as it allows for more complex transformations and effects + Cons: potentially slower due to the overhead of creating an image data object **Library Usage** The benchmark uses the Canvas API, which is a part of the HTML5 specification. The Canvas API provides a way to draw graphics on the web using JavaScript. **Special JS Features/Syntax** There are no special JS features or syntax used in this benchmark that would require additional explanation. **Other Alternatives** If you want to optimize this benchmark, you could consider the following alternatives: * Using WebGL (Web Graphics Library) instead of the Canvas API, which might provide better performance for complex graphics rendering. * Using a just-in-time (JIT) compiler or a JavaScript optimizer like V8 (used by Chrome) to optimize the performance-critical parts of the benchmark. * Using a more efficient image data format, such as RGBA-32 or sRGB-10, instead of the standard RGBA-24 used in this benchmark. Keep in mind that these alternatives might require significant changes to the benchmark and may not be necessary for a simple 2x2 pixel drawing test case.
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